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<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="classPxSceneDesc-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">PxSceneDesc Class Reference<div class="ingroups"><a class="el" href="group__physics.html">Physics</a></div></div>  </div>
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<p>Descriptor class for scenes. See <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>.  
 <a href="classPxSceneDesc.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="PxSceneDesc_8h_source.html">PxSceneDesc.h</a>&gt;</code></p>
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Collaboration diagram for PxSceneDesc:</div>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:ga8c083fd86a8c52ff269aa4dd3407127b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__physics.html#ga8c083fd86a8c52ff269aa4dd3407127b">PxSceneDesc</a> (const <a class="el" href="classPxTolerancesScale.html">PxTolerancesScale</a> &amp;scale)</td></tr>
<tr class="memdesc:ga8c083fd86a8c52ff269aa4dd3407127b"><td class="mdescLeft">&#160;</td><td class="mdescRight">constructor sets to default.  <a href="group__physics.html#ga8c083fd86a8c52ff269aa4dd3407127b">More...</a><br /></td></tr>
<tr class="separator:ga8c083fd86a8c52ff269aa4dd3407127b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaa7375184ba494172fa7677dae44bd9a8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__physics.html#gaa7375184ba494172fa7677dae44bd9a8">setToDefault</a> (const <a class="el" href="classPxTolerancesScale.html">PxTolerancesScale</a> &amp;scale)</td></tr>
<tr class="memdesc:gaa7375184ba494172fa7677dae44bd9a8"><td class="mdescLeft">&#160;</td><td class="mdescRight">(re)sets the structure to the default.  <a href="group__physics.html#gaa7375184ba494172fa7677dae44bd9a8">More...</a><br /></td></tr>
<tr class="separator:gaa7375184ba494172fa7677dae44bd9a8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga7faafa414d3b4a468091cdaf785a931e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid</a> () const</td></tr>
<tr class="memdesc:ga7faafa414d3b4a468091cdaf785a931e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if the descriptor is valid.  <a href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">More...</a><br /></td></tr>
<tr class="separator:ga7faafa414d3b4a468091cdaf785a931e"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a9b0de35c38c43b8aeff6e6f29bf0db20"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxVec3.html">PxVec3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a9b0de35c38c43b8aeff6e6f29bf0db20">gravity</a></td></tr>
<tr class="memdesc:a9b0de35c38c43b8aeff6e6f29bf0db20"><td class="mdescLeft">&#160;</td><td class="mdescRight">Gravity vector.  <a href="#a9b0de35c38c43b8aeff6e6f29bf0db20">More...</a><br /></td></tr>
<tr class="separator:a9b0de35c38c43b8aeff6e6f29bf0db20"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a71a00536a56d40fe031de2ced1834941"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxSimulationEventCallback.html">PxSimulationEventCallback</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a71a00536a56d40fe031de2ced1834941">simulationEventCallback</a></td></tr>
<tr class="memdesc:a71a00536a56d40fe031de2ced1834941"><td class="mdescLeft">&#160;</td><td class="mdescRight">Possible notification callback.  <a href="#a71a00536a56d40fe031de2ced1834941">More...</a><br /></td></tr>
<tr class="separator:a71a00536a56d40fe031de2ced1834941"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2000ccfa6287d160b88967769de34b90"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxContactModifyCallback.html">PxContactModifyCallback</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a2000ccfa6287d160b88967769de34b90">contactModifyCallback</a></td></tr>
<tr class="memdesc:a2000ccfa6287d160b88967769de34b90"><td class="mdescLeft">&#160;</td><td class="mdescRight">Possible asynchronous callback for contact modification.  <a href="#a2000ccfa6287d160b88967769de34b90">More...</a><br /></td></tr>
<tr class="separator:a2000ccfa6287d160b88967769de34b90"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aae577616d3e898347924de90e16188bb"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxCCDContactModifyCallback.html">PxCCDContactModifyCallback</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#aae577616d3e898347924de90e16188bb">ccdContactModifyCallback</a></td></tr>
<tr class="memdesc:aae577616d3e898347924de90e16188bb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Possible asynchronous callback for contact modification.  <a href="#aae577616d3e898347924de90e16188bb">More...</a><br /></td></tr>
<tr class="separator:aae577616d3e898347924de90e16188bb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad9ceb142127cc259aa2f5d322a1494e2"><td class="memItemLeft" align="right" valign="top">const void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2">filterShaderData</a></td></tr>
<tr class="memdesc:ad9ceb142127cc259aa2f5d322a1494e2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Shared global filter data which will get passed into the filter shader.  <a href="#ad9ceb142127cc259aa2f5d322a1494e2">More...</a><br /></td></tr>
<tr class="separator:ad9ceb142127cc259aa2f5d322a1494e2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a710c03915bbaaa9bdf23925d535c3883"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a710c03915bbaaa9bdf23925d535c3883">filterShaderDataSize</a></td></tr>
<tr class="memdesc:a710c03915bbaaa9bdf23925d535c3883"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size (in bytes) of the shared global filter data <a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader. ">filterShaderData</a>.  <a href="#a710c03915bbaaa9bdf23925d535c3883">More...</a><br /></td></tr>
<tr class="separator:a710c03915bbaaa9bdf23925d535c3883"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9410287c6ea926dad9e2b2374541ad38"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33">PxSimulationFilterShader</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a9410287c6ea926dad9e2b2374541ad38">filterShader</a></td></tr>
<tr class="memdesc:a9410287c6ea926dad9e2b2374541ad38"><td class="mdescLeft">&#160;</td><td class="mdescRight">The custom filter shader to use for collision filtering.  <a href="#a9410287c6ea926dad9e2b2374541ad38">More...</a><br /></td></tr>
<tr class="separator:a9410287c6ea926dad9e2b2374541ad38"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af7b94475075eb9b43ca32650cd169cc1"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxSimulationFilterCallback.html">PxSimulationFilterCallback</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#af7b94475075eb9b43ca32650cd169cc1">filterCallback</a></td></tr>
<tr class="memdesc:af7b94475075eb9b43ca32650cd169cc1"><td class="mdescLeft">&#160;</td><td class="mdescRight">A custom collision filter callback which can be used to implement more complex filtering operations which need access to the simulation state, for example.  <a href="#af7b94475075eb9b43ca32650cd169cc1">More...</a><br /></td></tr>
<tr class="separator:af7b94475075eb9b43ca32650cd169cc1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a90e220df7cb1f25852d4cc62cecd8869"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structPxPairFilteringMode.html#aeaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a90e220df7cb1f25852d4cc62cecd8869">kineKineFilteringMode</a></td></tr>
<tr class="memdesc:a90e220df7cb1f25852d4cc62cecd8869"><td class="mdescLeft">&#160;</td><td class="mdescRight">Filtering mode for kinematic-kinematic pairs in the broadphase.  <a href="#a90e220df7cb1f25852d4cc62cecd8869">More...</a><br /></td></tr>
<tr class="separator:a90e220df7cb1f25852d4cc62cecd8869"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1ff29795e987f8f9b347545468915de2"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structPxPairFilteringMode.html#aeaa62ad327b874e4b199022401bf7615">PxPairFilteringMode::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a1ff29795e987f8f9b347545468915de2">staticKineFilteringMode</a></td></tr>
<tr class="memdesc:a1ff29795e987f8f9b347545468915de2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Filtering mode for static-kinematic pairs in the broadphase.  <a href="#a1ff29795e987f8f9b347545468915de2">More...</a><br /></td></tr>
<tr class="separator:a1ff29795e987f8f9b347545468915de2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3c27c85987bc2be98578f0130f455157"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structPxBroadPhaseType.html#ac7422f895533bff02d0043d35a2b7dda">PxBroadPhaseType::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a3c27c85987bc2be98578f0130f455157">broadPhaseType</a></td></tr>
<tr class="memdesc:a3c27c85987bc2be98578f0130f455157"><td class="mdescLeft">&#160;</td><td class="mdescRight">Selects the broad-phase algorithm to use.  <a href="#a3c27c85987bc2be98578f0130f455157">More...</a><br /></td></tr>
<tr class="separator:a3c27c85987bc2be98578f0130f455157"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aee15ebe1d7155c19866972ecf5cbdd91"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxBroadPhaseCallback.html">PxBroadPhaseCallback</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#aee15ebe1d7155c19866972ecf5cbdd91">broadPhaseCallback</a></td></tr>
<tr class="memdesc:aee15ebe1d7155c19866972ecf5cbdd91"><td class="mdescLeft">&#160;</td><td class="mdescRight">Broad-phase callback.  <a href="#aee15ebe1d7155c19866972ecf5cbdd91">More...</a><br /></td></tr>
<tr class="separator:aee15ebe1d7155c19866972ecf5cbdd91"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab996312333ef4fdf5f77fcc16b84923e"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxSceneLimits.html">PxSceneLimits</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#ab996312333ef4fdf5f77fcc16b84923e">limits</a></td></tr>
<tr class="memdesc:ab996312333ef4fdf5f77fcc16b84923e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Expected scene limits.  <a href="#ab996312333ef4fdf5f77fcc16b84923e">More...</a><br /></td></tr>
<tr class="separator:ab996312333ef4fdf5f77fcc16b84923e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab1f18b0666adb645d92fc2f53373b1e9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96b">PxFrictionType::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#ab1f18b0666adb645d92fc2f53373b1e9">frictionType</a></td></tr>
<tr class="memdesc:ab1f18b0666adb645d92fc2f53373b1e9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Selects the friction algorithm to use for simulation.  <a href="#ab1f18b0666adb645d92fc2f53373b1e9">More...</a><br /></td></tr>
<tr class="separator:ab1f18b0666adb645d92fc2f53373b1e9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a166d622a6ea49c6e58be0b1d123f03ab"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structPxSolverType.html#a96adc2f8785c6b18805a18b03289dbe6">PxSolverType::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a166d622a6ea49c6e58be0b1d123f03ab">solverType</a></td></tr>
<tr class="memdesc:a166d622a6ea49c6e58be0b1d123f03ab"><td class="mdescLeft">&#160;</td><td class="mdescRight">Selects the solver algorithm to use.  <a href="#a166d622a6ea49c6e58be0b1d123f03ab">More...</a><br /></td></tr>
<tr class="separator:a166d622a6ea49c6e58be0b1d123f03ab"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abc7769532392c8e47ec4580677145e34"><td class="memItemLeft" align="right" valign="top">PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#abc7769532392c8e47ec4580677145e34">bounceThresholdVelocity</a></td></tr>
<tr class="memdesc:abc7769532392c8e47ec4580677145e34"><td class="mdescLeft">&#160;</td><td class="mdescRight">A contact with a relative velocity below this will not bounce. A typical value for simulation. stability is about 0.2 * gravity.  <a href="#abc7769532392c8e47ec4580677145e34">More...</a><br /></td></tr>
<tr class="separator:abc7769532392c8e47ec4580677145e34"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af707e0c97624aaf6fa9ab2e82aadbecf"><td class="memItemLeft" align="right" valign="top">PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#af707e0c97624aaf6fa9ab2e82aadbecf">frictionOffsetThreshold</a></td></tr>
<tr class="memdesc:af707e0c97624aaf6fa9ab2e82aadbecf"><td class="mdescLeft">&#160;</td><td class="mdescRight">A threshold of contact separation distance used to decide if a contact point will experience friction forces.  <a href="#af707e0c97624aaf6fa9ab2e82aadbecf">More...</a><br /></td></tr>
<tr class="separator:af707e0c97624aaf6fa9ab2e82aadbecf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a74dc6e8ebde591ca823a3ea4807fca33"><td class="memItemLeft" align="right" valign="top">PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a74dc6e8ebde591ca823a3ea4807fca33">ccdMaxSeparation</a></td></tr>
<tr class="memdesc:a74dc6e8ebde591ca823a3ea4807fca33"><td class="mdescLeft">&#160;</td><td class="mdescRight">A threshold for speculative CCD. Used to control whether bias, restitution or a combination of the two are used to resolve the contacts.  <a href="#a74dc6e8ebde591ca823a3ea4807fca33">More...</a><br /></td></tr>
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<tr class="memitem:a91b6c205bf684c0f41432a23c1323ee2"><td class="memItemLeft" align="right" valign="top">PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a91b6c205bf684c0f41432a23c1323ee2">solverOffsetSlop</a></td></tr>
<tr class="memdesc:a91b6c205bf684c0f41432a23c1323ee2"><td class="mdescLeft">&#160;</td><td class="mdescRight">A slop value used to zero contact offsets from the body's COM on an axis if the offset along that axis is smaller than this threshold. Can be used to compensate for small numerical errors in contact generation.  <a href="#a91b6c205bf684c0f41432a23c1323ee2">More...</a><br /></td></tr>
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<tr class="memitem:a9510b1233fb0ab03e9c1d5be44ff5a38"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__physics.html#ga54a626a9a6d80543048bffc654814704">PxSceneFlags</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a9510b1233fb0ab03e9c1d5be44ff5a38">flags</a></td></tr>
<tr class="memdesc:a9510b1233fb0ab03e9c1d5be44ff5a38"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags used to select scene options.  <a href="#a9510b1233fb0ab03e9c1d5be44ff5a38">More...</a><br /></td></tr>
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<tr class="memitem:ac74f5f6c12d72b873716f82c2225b725"><td class="memItemLeft" align="right" valign="top">PxCpuDispatcher *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#ac74f5f6c12d72b873716f82c2225b725">cpuDispatcher</a></td></tr>
<tr class="memdesc:ac74f5f6c12d72b873716f82c2225b725"><td class="mdescLeft">&#160;</td><td class="mdescRight">The CPU task dispatcher for the scene.  <a href="#ac74f5f6c12d72b873716f82c2225b725">More...</a><br /></td></tr>
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<tr class="memitem:ad55a6e9d290779839659bb2763db2e2a"><td class="memItemLeft" align="right" valign="top">PxCudaContextManager *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#ad55a6e9d290779839659bb2763db2e2a">cudaContextManager</a></td></tr>
<tr class="memdesc:ad55a6e9d290779839659bb2763db2e2a"><td class="mdescLeft">&#160;</td><td class="mdescRight">The CUDA context manager for the scene.  <a href="#ad55a6e9d290779839659bb2763db2e2a">More...</a><br /></td></tr>
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<tr class="memitem:a00495fa3240d1087d38cf33eebc313a7"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a00495fa3240d1087d38cf33eebc313a7">staticStructure</a></td></tr>
<tr class="memdesc:a00495fa3240d1087d38cf33eebc313a7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines the structure used to store static objects.  <a href="#a00495fa3240d1087d38cf33eebc313a7">More...</a><br /></td></tr>
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<tr class="memdesc:a038ba820b16315ea55c6e12a3cbe2b7f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines the structure used to store dynamic objects.  <a href="#a038ba820b16315ea55c6e12a3cbe2b7f">More...</a><br /></td></tr>
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<tr class="memdesc:ac3270ea72968fc446cacb81a7ce683d3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Hint for how much work should be done per simulation frame to rebuild the pruning structure.  <a href="#ac3270ea72968fc446cacb81a7ce683d3">More...</a><br /></td></tr>
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<tr class="memitem:a466c85f090678a01f2c6ee85b9584e7a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4">PxSceneQueryUpdateMode::Enum</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a466c85f090678a01f2c6ee85b9584e7a">sceneQueryUpdateMode</a></td></tr>
<tr class="memdesc:a466c85f090678a01f2c6ee85b9584e7a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines the scene query update mode. <b>Default:</b> <a class="el" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4aa9f1900ad863b24a136a6bf7061718e5" title="Both scene query build and commit are executed. ">PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_ENABLED</a>.  <a href="#a466c85f090678a01f2c6ee85b9584e7a">More...</a><br /></td></tr>
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<tr class="memitem:a63d40516cfbbe7d167d89e6fe55e3834"><td class="memItemLeft" align="right" valign="top">void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a63d40516cfbbe7d167d89e6fe55e3834">userData</a></td></tr>
<tr class="memdesc:a63d40516cfbbe7d167d89e6fe55e3834"><td class="mdescLeft">&#160;</td><td class="mdescRight">Will be copied to <a class="el" href="classPxScene.html#a64fbe5f25cef90d47fcb1c6428efe15a" title="user can assign this to whatever, usually to create a 1:1 relationship with a user object...">PxScene::userData</a>.  <a href="#a63d40516cfbbe7d167d89e6fe55e3834">More...</a><br /></td></tr>
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<tr class="memitem:a26b321b928708c10a047b38ec9127797"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a26b321b928708c10a047b38ec9127797">solverBatchSize</a></td></tr>
<tr class="memdesc:a26b321b928708c10a047b38ec9127797"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines the number of actors required to spawn a separate rigid body solver island task chain.  <a href="#a26b321b928708c10a047b38ec9127797">More...</a><br /></td></tr>
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<tr class="memitem:a57fd72417c89bd73fc398678ae153c52"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a57fd72417c89bd73fc398678ae153c52">solverArticulationBatchSize</a></td></tr>
<tr class="memdesc:a57fd72417c89bd73fc398678ae153c52"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines the number of articulations required to spawn a separate rigid body solver island task chain.  <a href="#a57fd72417c89bd73fc398678ae153c52">More...</a><br /></td></tr>
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<tr class="memdesc:a625cdbae7d2149a9df472fb4f9c06f83"><td class="mdescLeft">&#160;</td><td class="mdescRight">Setting to define the number of 16K blocks that will be initially reserved to store contact, friction, and contact cache data. This is the number of 16K memory blocks that will be automatically allocated from the user allocator when the scene is instantiated. Further 16k memory blocks may be allocated during the simulation up to maxNbContactDataBlocks.  <a href="#a625cdbae7d2149a9df472fb4f9c06f83">More...</a><br /></td></tr>
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<tr class="memitem:a8791132cbe8cce32f051e5eaab774d35"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a8791132cbe8cce32f051e5eaab774d35">maxNbContactDataBlocks</a></td></tr>
<tr class="memdesc:a8791132cbe8cce32f051e5eaab774d35"><td class="mdescLeft">&#160;</td><td class="mdescRight">Setting to define the maximum number of 16K blocks that can be allocated to store contact, friction, and contact cache data. As the complexity of a scene increases, the SDK may require to allocate new 16k blocks in addition to the blocks it has already allocated. This variable controls the maximum number of blocks that the SDK can allocate.  <a href="#a8791132cbe8cce32f051e5eaab774d35">More...</a><br /></td></tr>
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<tr class="memitem:a65bbe399965691dec83ba3fe1a5082ec"><td class="memItemLeft" align="right" valign="top">PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a65bbe399965691dec83ba3fe1a5082ec">maxBiasCoefficient</a></td></tr>
<tr class="memdesc:a65bbe399965691dec83ba3fe1a5082ec"><td class="mdescLeft">&#160;</td><td class="mdescRight">The maximum bias coefficient used in the constraint solver.  <a href="#a65bbe399965691dec83ba3fe1a5082ec">More...</a><br /></td></tr>
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<tr class="memitem:a02d696140e9828477c8aa493a048f48a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a02d696140e9828477c8aa493a048f48a">contactReportStreamBufferSize</a></td></tr>
<tr class="memdesc:a02d696140e9828477c8aa493a048f48a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size of the contact report stream (in bytes).  <a href="#a02d696140e9828477c8aa493a048f48a">More...</a><br /></td></tr>
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<tr class="memitem:a65aa4ceefbbd6aebd75ea879d7c385f9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a65aa4ceefbbd6aebd75ea879d7c385f9">ccdMaxPasses</a></td></tr>
<tr class="memdesc:a65aa4ceefbbd6aebd75ea879d7c385f9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Maximum number of CCD passes.  <a href="#a65aa4ceefbbd6aebd75ea879d7c385f9">More...</a><br /></td></tr>
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<tr class="memitem:a5b8bb05a5b151da44d30986e729172c7"><td class="memItemLeft" align="right" valign="top">PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a5b8bb05a5b151da44d30986e729172c7">ccdThreshold</a></td></tr>
<tr class="memdesc:a5b8bb05a5b151da44d30986e729172c7"><td class="mdescLeft">&#160;</td><td class="mdescRight">CCD threshold.  <a href="#a5b8bb05a5b151da44d30986e729172c7">More...</a><br /></td></tr>
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<tr class="memitem:a79e2c9c06f711272a48d7f07451117b7"><td class="memItemLeft" align="right" valign="top">PxReal&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a79e2c9c06f711272a48d7f07451117b7">wakeCounterResetValue</a></td></tr>
<tr class="memdesc:a79e2c9c06f711272a48d7f07451117b7"><td class="mdescLeft">&#160;</td><td class="mdescRight">The wake counter reset value.  <a href="#a79e2c9c06f711272a48d7f07451117b7">More...</a><br /></td></tr>
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<tr class="memitem:a8d6ba51fe74a6c5ea4a46709abb89168"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classPxBounds3.html">PxBounds3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a8d6ba51fe74a6c5ea4a46709abb89168">sanityBounds</a></td></tr>
<tr class="memdesc:a8d6ba51fe74a6c5ea4a46709abb89168"><td class="mdescLeft">&#160;</td><td class="mdescRight">The bounds used to sanity check user-set positions of actors and articulation links.  <a href="#a8d6ba51fe74a6c5ea4a46709abb89168">More...</a><br /></td></tr>
<tr class="separator:a8d6ba51fe74a6c5ea4a46709abb89168"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab90ebca71afa21639bd99693df30e197"><td class="memItemLeft" align="right" valign="top"><a class="el" href="structPxgDynamicsMemoryConfig.html">PxgDynamicsMemoryConfig</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#ab90ebca71afa21639bd99693df30e197">gpuDynamicsConfig</a></td></tr>
<tr class="memdesc:ab90ebca71afa21639bd99693df30e197"><td class="mdescLeft">&#160;</td><td class="mdescRight">The pre-allocations performed in the GPU dynamics pipeline.  <a href="#ab90ebca71afa21639bd99693df30e197">More...</a><br /></td></tr>
<tr class="separator:ab90ebca71afa21639bd99693df30e197"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3673610cdfbcb84103e2c3840754ecac"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#a3673610cdfbcb84103e2c3840754ecac">gpuMaxNumPartitions</a></td></tr>
<tr class="memdesc:a3673610cdfbcb84103e2c3840754ecac"><td class="mdescLeft">&#160;</td><td class="mdescRight">Limitation for the partitions in the GPU dynamics pipeline. This variable must be power of 2. A value greater than 32 is currently not supported. <b>Range:</b> (1, 32)<br />
  <a href="#a3673610cdfbcb84103e2c3840754ecac">More...</a><br /></td></tr>
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<tr class="memitem:ac02177181688e06f18f504e3ba6327a7"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group__foundation.html#gacce5749db3dcfb916e98c253374264ed">PxU32</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classPxSceneDesc.html#ac02177181688e06f18f504e3ba6327a7">gpuComputeVersion</a></td></tr>
<tr class="memdesc:ac02177181688e06f18f504e3ba6327a7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defines which compute version the GPU dynamics should target. DO NOT MODIFY.  <a href="#ac02177181688e06f18f504e3ba6327a7">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Descriptor class for scenes. See <a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a>. </p>
<p>This struct must be initialized with the same <a class="el" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are calculated in term...">PxTolerancesScale</a> values used to initialize <a class="el" href="classPxPhysics.html" title="Abstract singleton factory class used for instancing objects in the Physics SDK. ">PxPhysics</a>.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html" title="A scene is a collection of bodies and constraints which can interact. ">PxScene</a> <a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics.createScene</a> <a class="el" href="classPxTolerancesScale.html" title="Class to define the scale at which simulation runs. Most simulation tolerances are calculated in term...">PxTolerancesScale</a> </dd></dl>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a id="abc7769532392c8e47ec4580677145e34"></a>
<h2 class="memtitle"><span class="permalink"><a href="#abc7769532392c8e47ec4580677145e34">&#9670;&nbsp;</a></span>bounceThresholdVelocity</h2>

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          <td class="memname">PxReal PxSceneDesc::bounceThresholdVelocity</td>
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<p>A contact with a relative velocity below this will not bounce. A typical value for simulation. stability is about 0.2 * gravity. </p>
<p><b>Range:</b> [0, PX_MAX_F32)<br />
 <b>Default:</b> 0.2 * <a class="el" href="classPxTolerancesScale.html#a629358a15988697feaa85759d5c57e33">PxTolerancesScale::speed</a></p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxMaterial.html" title="Material class to represent a set of surface properties. ">PxMaterial</a> <a class="el" href="classPxScene.html#a1e102ec1b29dea3b588b7507561e656e" title="Set the bounce threshold velocity. Collision speeds below this threshold will not cause a bounce...">PxScene.setBounceThresholdVelocity()</a> <a class="el" href="classPxScene.html#a36f1319b6695b33823529924f389ca3e" title="Return the bounce threshold velocity. ">PxScene.getBounceThresholdVelocity()</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#aee15ebe1d7155c19866972ecf5cbdd91">&#9670;&nbsp;</a></span>broadPhaseCallback</h2>

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          <td class="memname"><a class="el" href="classPxBroadPhaseCallback.html">PxBroadPhaseCallback</a>* PxSceneDesc::broadPhaseCallback</td>
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<p>Broad-phase callback. </p>
<p><b>Default:</b> NULL</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxBroadPhaseCallback.html" title="Broad-phase callback to receive broad-phase related events. ">PxBroadPhaseCallback</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a3c27c85987bc2be98578f0130f455157">&#9670;&nbsp;</a></span>broadPhaseType</h2>

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<p>Selects the broad-phase algorithm to use. </p>
<p><b>Default:</b> <a class="el" href="structPxBroadPhaseType.html#ac7422f895533bff02d0043d35a2b7ddaa3eb5f473bac1b86e0169d73ffbcb7cc0" title="Automatic box pruning. ">PxBroadPhaseType::eABP</a></p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxBroadPhaseType.html" title="Broad phase algorithm used in the simulation. ">PxBroadPhaseType</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#aae577616d3e898347924de90e16188bb">&#9670;&nbsp;</a></span>ccdContactModifyCallback</h2>

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<p>Possible asynchronous callback for contact modification. </p>
<p><b>Default:</b> NULL</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints. ">PxContactModifyCallback</a> <a class="el" href="classPxScene.html#aeec3367a4461c1ab2e552acdb8c0609e" title="Sets a user callback object, which receives callbacks on all contacts generated for specified actors...">PxScene.setContactModifyCallback()</a> <a class="el" href="classPxScene.html#a1978693b355df49712d7e59c10c4115d" title="Retrieves the PxContactModifyCallback pointer set with setContactModifyCallback(). ">PxScene.getContactModifyCallback()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a65aa4ceefbbd6aebd75ea879d7c385f9">&#9670;&nbsp;</a></span>ccdMaxPasses</h2>

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<p>Maximum number of CCD passes. </p>
<p>The CCD performs multiple passes, where each pass every object advances to its time of first impact. This value defines how many passes the CCD system should perform.</p>
<dl class="section note"><dt>Note</dt><dd>The CCD system is a multi-pass best-effort conservative advancement approach. After the defined number of passes has been completed, any remaining time is dropped. </dd>
<dd>
This defines the maximum number of passes the CCD can perform. It may perform fewer if additional passes are not necessary.</dd></dl>
<p><b>Default:</b> 1 <b>Range:</b> [1, PX_MAX_U32]<br />
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<h2 class="memtitle"><span class="permalink"><a href="#a74dc6e8ebde591ca823a3ea4807fca33">&#9670;&nbsp;</a></span>ccdMaxSeparation</h2>

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<p>A threshold for speculative CCD. Used to control whether bias, restitution or a combination of the two are used to resolve the contacts. </p>
<dl class="section note"><dt>Note</dt><dd>This only has any effect on contacting pairs where one of the bodies has <a class="el" href="structPxRigidBodyFlag.html#a5fd4878ae66a98c030a9d976e8ba8596af13d6aa80b364fe2cef81a0039e37d45" title="Register a rigid body to dynamicly adjust contact offset based on velocity. This can be used to achie...">PxRigidBodyFlag::eENABLE_SPECULATIVE_CCD</a> raised.</dd></dl>
<p><b>Range:</b> [0, PX_MAX_F32)<br />
 <b>Default:</b> 0.04 * <a class="el" href="classPxTolerancesScale.html#a7d93bf20de0e5b54783eda5bb64effeb">PxTolerancesScale::length</a> </p>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a5b8bb05a5b151da44d30986e729172c7">&#9670;&nbsp;</a></span>ccdThreshold</h2>

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<p>CCD threshold. </p>
<p>CCD performs sweeps against shapes if and only if the relative motion of the shapes is fast-enough that a collision would be missed by the discrete contact generation. However, in some circumstances, e.g. when the environment is constructed from large convex shapes, this approach may produce undesired simulation artefacts. This parameter defines the minimum relative motion that would be required to force CCD between shapes. The smaller of this value and the sum of the thresholds calculated for the shapes involved will be used.</p>
<dl class="section note"><dt>Note</dt><dd>It is not advisable to set this to a very small value as this may lead to CCD "jamming" and detrimentally effect performance. This value should be at least larger than the translation caused by a single frame's gravitational effect</dd></dl>
<p><b>Default:</b> PX_MAX_F32 <b>Range:</b> [Eps, PX_MAX_F32]<br />
 </p>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a2000ccfa6287d160b88967769de34b90">&#9670;&nbsp;</a></span>contactModifyCallback</h2>

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<p>Possible asynchronous callback for contact modification. </p>
<p><b>Default:</b> NULL</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxContactModifyCallback.html" title="An interface class that the user can implement in order to modify contact constraints. ">PxContactModifyCallback</a> <a class="el" href="classPxScene.html#aeec3367a4461c1ab2e552acdb8c0609e" title="Sets a user callback object, which receives callbacks on all contacts generated for specified actors...">PxScene.setContactModifyCallback()</a> <a class="el" href="classPxScene.html#a1978693b355df49712d7e59c10c4115d" title="Retrieves the PxContactModifyCallback pointer set with setContactModifyCallback(). ">PxScene.getContactModifyCallback()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a02d696140e9828477c8aa493a048f48a">&#9670;&nbsp;</a></span>contactReportStreamBufferSize</h2>

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<p>Size of the contact report stream (in bytes). </p>
<p>The contact report stream buffer is used during the simulation to store all the contact reports. If the size is not sufficient, the buffer will grow by a factor of two. It is possible to disable the buffer growth by setting the flag <a class="el" href="structPxSceneFlag.html#ab4c347372b4433d34d983da780916c53a8644817a9a2916453433702614672565" title="Disable contact report buffer resize. Once the contact buffer is full, the rest of the contact report...">PxSceneFlag::eDISABLE_CONTACT_REPORT_BUFFER_RESIZE</a>. In that case the buffer will not grow but contact reports not stored in the buffer will not get sent in the contact report callbacks.</p>
<p><b>Default:</b> 8192</p>
<p><b>Range:</b> (0, PX_MAX_U32]<br />
 </p>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#ac74f5f6c12d72b873716f82c2225b725">&#9670;&nbsp;</a></span>cpuDispatcher</h2>

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<p>The CPU task dispatcher for the scene. </p>
<p>See PxCpuDispatcher, <a class="el" href="classPxScene.html#a6329c94cc092aff2193c1307e033f6bf" title="Return the cpu dispatcher that was set in PxSceneDesc::cpuDispatcher when creating the scene with PxP...">PxScene::getCpuDispatcher</a> </p>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#ad55a6e9d290779839659bb2763db2e2a">&#9670;&nbsp;</a></span>cudaContextManager</h2>

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<p>The CUDA context manager for the scene. </p>
<p><b>Platform specific:</b> Applies to PC GPU only.</p>
<p>See PxCudaContextManager, <a class="el" href="classPxScene.html#ac74778bafc058fbd4e8abd8006c323e8" title="Return the CUDA context manager that was set in PxSceneDesc::cudaContextManager when creating the sce...">PxScene::getCudaContextManager</a> </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a038ba820b16315ea55c6e12a3cbe2b7f">&#9670;&nbsp;</a></span>dynamicStructure</h2>

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          <td class="memname"><a class="el" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9">PxPruningStructureType::Enum</a> PxSceneDesc::dynamicStructure</td>
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<p>Defines the structure used to store dynamic objects. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ac3270ea72968fc446cacb81a7ce683d3">&#9670;&nbsp;</a></span>dynamicTreeRebuildRateHint</h2>

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<p>Hint for how much work should be done per simulation frame to rebuild the pruning structure. </p>
<p>This parameter gives a hint on the distribution of the workload for rebuilding the dynamic AABB tree pruning structure <a class="el" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a374d304bffaa55f53556e2b40a592e54" title="Using a dynamic AABB tree. ">PxPruningStructureType::eDYNAMIC_AABB_TREE</a>. It specifies the desired number of simulation frames the rebuild process should take. Higher values will decrease the workload per frame but the pruning structure will get more and more outdated the longer the rebuild takes (which can make scene queries less efficient).</p>
<dl class="section note"><dt>Note</dt><dd>Only used for <a class="el" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a374d304bffaa55f53556e2b40a592e54" title="Using a dynamic AABB tree. ">PxPruningStructureType::eDYNAMIC_AABB_TREE</a> pruning structure.</dd>
<dd>
This parameter gives only a hint. The rebuild process might still take more or less time depending on the number of objects involved.</dd></dl>
<p><b>Range:</b> [4, PX_MAX_U32)<br />
 <b>Default:</b> 100 </p>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#af7b94475075eb9b43ca32650cd169cc1">&#9670;&nbsp;</a></span>filterCallback</h2>

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<p>A custom collision filter callback which can be used to implement more complex filtering operations which need access to the simulation state, for example. </p>
<p><b>Default:</b> NULL</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSimulationFilterCallback.html" title="Filter callback to specify handling of collision pairs. ">PxSimulationFilterCallback</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a9410287c6ea926dad9e2b2374541ad38">&#9670;&nbsp;</a></span>filterShader</h2>

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<p>The custom filter shader to use for collision filtering. </p>
<dl class="section note"><dt>Note</dt><dd>This parameter is compulsory. If you don't want to define your own filter shader you can use the default shader <a class="el" href="group__extensions.html#ga587ba12f90f77543c3e4452abeb0f22f" title="Implementation of a simple filter shader that emulates PhysX 2.8.x filtering. ">PxDefaultSimulationFilterShader</a> which can be found in the PhysX extensions library.</dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#ad9ceb142127cc259aa2f5d322a1494e2">&#9670;&nbsp;</a></span>filterShaderData</h2>

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<p>Shared global filter data which will get passed into the filter shader. </p>
<dl class="section note"><dt>Note</dt><dd>The provided data will get copied to internal buffers and this copy will be used for filtering calls.</dd></dl>
<p><b>Default:</b> NULL</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> <a class="el" href="classPxScene.html#a5ab05d2a2c908d98aed4ca642c5f394d" title="Sets the shared global filter data which will get passed into the filter shader. ">PxScene::setFilterShaderData()</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a710c03915bbaaa9bdf23925d535c3883">&#9670;&nbsp;</a></span>filterShaderDataSize</h2>

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<p>Size (in bytes) of the shared global filter data <a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader. ">filterShaderData</a>. </p>
<p><b>Default:</b> 0</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__physics.html#ga235380b2a5b3cc89a4cd89d089d72b33" title="Filter shader to specify handling of collision pairs. ">PxSimulationFilterShader</a> <a class="el" href="classPxSceneDesc.html#ad9ceb142127cc259aa2f5d322a1494e2" title="Shared global filter data which will get passed into the filter shader. ">filterShaderData</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a9510b1233fb0ab03e9c1d5be44ff5a38">&#9670;&nbsp;</a></span>flags</h2>

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          <td class="memname"><a class="el" href="group__physics.html#ga54a626a9a6d80543048bffc654814704">PxSceneFlags</a> PxSceneDesc::flags</td>
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<p>Flags used to select scene options. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxSceneFlag.html" title="flags for configuring properties of the scene ">PxSceneFlag</a> <a class="el" href="group__physics.html#ga54a626a9a6d80543048bffc654814704" title="collection of set bits defined in PxSceneFlag. ">PxSceneFlags</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#af707e0c97624aaf6fa9ab2e82aadbecf">&#9670;&nbsp;</a></span>frictionOffsetThreshold</h2>

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<p>A threshold of contact separation distance used to decide if a contact point will experience friction forces. </p>
<dl class="section note"><dt>Note</dt><dd>If the separation distance of a contact point is greater than the threshold then the contact point will not experience friction forces.</dd>
<dd>
If the aggregated contact offset of a pair of shapes is large it might be desirable to neglect friction for contact points whose separation distance is sufficiently large that the shape surfaces are clearly separated.</dd>
<dd>
This parameter can be used to tune the separation distance of contact points at which friction starts to have an effect.</dd></dl>
<p><b>Range:</b> [0, PX_MAX_F32)<br />
 <b>Default:</b> 0.04 * <a class="el" href="classPxTolerancesScale.html#a7d93bf20de0e5b54783eda5bb64effeb">PxTolerancesScale::length</a> </p>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#ab1f18b0666adb645d92fc2f53373b1e9">&#9670;&nbsp;</a></span>frictionType</h2>

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<p>Selects the friction algorithm to use for simulation. </p>
<dl class="section note"><dt>Note</dt><dd>frictionType cannot be modified after the first call to any of <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">PxScene::simulate</a>, PxScene::solve and <a class="el" href="classPxScene.html#a17c3863f711ef79c08c6054b69fd430c" title="Performs collision detection for the scene over elapsedTime. ">PxScene::collide</a></dd></dl>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxFrictionType.html" title="Enum for selecting the friction algorithm used for simulation. ">PxFrictionType</a> <b>Default:</b> <a class="el" href="structPxFrictionType.html#a603c53fd85805e2528a338252496a96bacf891c8b96deb40e1e475237fe4f4047" title="Select default patch-friction model. ">PxFrictionType::ePATCH</a></dd>
<dd>
<a class="el" href="classPxScene.html#a959989fbe4fadd5067fc355004cec779" title="Set the friction model. ">PxScene::setFrictionType</a>, <a class="el" href="classPxScene.html#aaca4a2838bc3bf7ffece380c8c7f0f4e" title="Return the friction model. ">PxScene::getFrictionType</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ac02177181688e06f18f504e3ba6327a7">&#9670;&nbsp;</a></span>gpuComputeVersion</h2>

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<p>Defines which compute version the GPU dynamics should target. DO NOT MODIFY. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ab90ebca71afa21639bd99693df30e197">&#9670;&nbsp;</a></span>gpuDynamicsConfig</h2>

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<p>The pre-allocations performed in the GPU dynamics pipeline. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a3673610cdfbcb84103e2c3840754ecac">&#9670;&nbsp;</a></span>gpuMaxNumPartitions</h2>

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<p>Limitation for the partitions in the GPU dynamics pipeline. This variable must be power of 2. A value greater than 32 is currently not supported. <b>Range:</b> (1, 32)<br />
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<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a9b0de35c38c43b8aeff6e6f29bf0db20">&#9670;&nbsp;</a></span>gravity</h2>

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<p>Gravity vector. </p>
<p><b>Range:</b> force vector<br />
 <b>Default:</b> Zero</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a575ed34c73adbd61892d728a688479f3" title="Sets a constant gravity for the entire scene. ">PxScene.setGravity()</a> <a class="el" href="classPxScene.html#a6fe48dbf9144be415d63f1d2f3ce0b16" title="Retrieves the current gravity setting. ">PxScene.getGravity()</a></dd></dl>
<p>When setting gravity, you should probably also set bounce threshold. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a90e220df7cb1f25852d4cc62cecd8869">&#9670;&nbsp;</a></span>kineKineFilteringMode</h2>

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<p>Filtering mode for kinematic-kinematic pairs in the broadphase. </p>
<p><b>Default:</b> <a class="el" href="structPxPairFilteringMode.html#aeaa62ad327b874e4b199022401bf7615a464ca27835cd3bfe25854b99b6940c71">PxPairFilteringMode::eDEFAULT</a></p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxPairFilteringMode.html">PxPairFilteringMode</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#ab996312333ef4fdf5f77fcc16b84923e">&#9670;&nbsp;</a></span>limits</h2>

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<p>Expected scene limits. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneLimits.html" title="Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hi...">PxSceneLimits</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a65bbe399965691dec83ba3fe1a5082ec">&#9670;&nbsp;</a></span>maxBiasCoefficient</h2>

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<p>The maximum bias coefficient used in the constraint solver. </p>
<p>When geometric errors are found in the constraint solver, either as a result of shapes penetrating or joints becoming separated or violating limits, a bias is introduced in the solver position iterations to correct these errors. This bias is proportional to 1/dt, meaning that the bias becomes increasingly strong as the time-step passed to <a class="el" href="classPxScene.html#a9a9cacecc3b0f6adaf2f3d2168c2aff5" title="Advances the simulation by an elapsedTime time. ">PxScene::simulate</a>(...) becomes smaller. This coefficient allows the application to restrict how large the bias coefficient is, to reduce how violent error corrections are. This can improve simulation quality in cases where either variable time-steps or extremely small time-steps are used.</p>
<p><b>Default:</b> PX_MAX_F32</p>
<p><b> Range</b> [0, PX_MAX_F32] <br />
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<h2 class="memtitle"><span class="permalink"><a href="#a8791132cbe8cce32f051e5eaab774d35">&#9670;&nbsp;</a></span>maxNbContactDataBlocks</h2>

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<p>Setting to define the maximum number of 16K blocks that can be allocated to store contact, friction, and contact cache data. As the complexity of a scene increases, the SDK may require to allocate new 16k blocks in addition to the blocks it has already allocated. This variable controls the maximum number of blocks that the SDK can allocate. </p>
<p>In the case that the scene is sufficiently complex that all the permitted 16K blocks are used, contacts will be dropped and a warning passed to the error stream.</p>
<p>If a warning is reported to the error stream to indicate the number of 16K blocks is insufficient for the scene complexity then the choices are either (i) re-tune the number of 16K data blocks until a number is found that is sufficient for the scene complexity, (ii) to simplify the scene or (iii) to opt to not increase the memory requirements of physx and accept some dropped contacts.</p>
<p><b>Default:</b> 65536</p>
<p><b>Range:</b> [0, PX_MAX_U32]<br />
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSceneDesc.html#a625cdbae7d2149a9df472fb4f9c06f83" title="Setting to define the number of 16K blocks that will be initially reserved to store contact...">nbContactDataBlocks</a> <a class="el" href="classPxScene.html#a148be23880c4e2d67f9f772066a9f966" title="set the cache blocks that can be used during simulate(). ">PxScene::setNbContactDataBlocks</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a625cdbae7d2149a9df472fb4f9c06f83">&#9670;&nbsp;</a></span>nbContactDataBlocks</h2>

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<p>Setting to define the number of 16K blocks that will be initially reserved to store contact, friction, and contact cache data. This is the number of 16K memory blocks that will be automatically allocated from the user allocator when the scene is instantiated. Further 16k memory blocks may be allocated during the simulation up to maxNbContactDataBlocks. </p>
<dl class="section note"><dt>Note</dt><dd>This value cannot be larger than maxNbContactDataBlocks because that defines the maximum number of 16k blocks that can be allocated by the SDK.</dd></dl>
<p><b>Default:</b> 0</p>
<p><b>Range:</b> [0, PX_MAX_U32]<br />
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<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxPhysics.html#a6dcded7be00c17004432a04a78569db1" title="Creates a scene. ">PxPhysics::createScene</a> <a class="el" href="classPxScene.html#a148be23880c4e2d67f9f772066a9f966" title="set the cache blocks that can be used during simulate(). ">PxScene::setNbContactDataBlocks</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a8d6ba51fe74a6c5ea4a46709abb89168">&#9670;&nbsp;</a></span>sanityBounds</h2>

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<p>The bounds used to sanity check user-set positions of actors and articulation links. </p>
<p>These bounds are used to check the position values of rigid actors inserted into the scene, and positions set for rigid actors already within the scene.</p>
<p><b>Range:</b> any valid <a class="el" href="classPxBounds3.html" title="Class representing 3D range or axis aligned bounding box. ">PxBounds3</a> <br />
 <b>Default:</b> (-PX_MAX_BOUNDS_EXTENTS, PX_MAX_BOUNDS_EXTENTS) on each axis </p>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a466c85f090678a01f2c6ee85b9584e7a">&#9670;&nbsp;</a></span>sceneQueryUpdateMode</h2>

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<p>Defines the scene query update mode. <b>Default:</b> <a class="el" href="structPxSceneQueryUpdateMode.html#a04e575a313bce592e2b404eedf89a9d4aa9f1900ad863b24a136a6bf7061718e5" title="Both scene query build and commit are executed. ">PxSceneQueryUpdateMode::eBUILD_ENABLED_COMMIT_ENABLED</a>. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a71a00536a56d40fe031de2ced1834941">&#9670;&nbsp;</a></span>simulationEventCallback</h2>

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<p>Possible notification callback. </p>
<p><b>Default:</b> NULL</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSimulationEventCallback.html" title="An interface class that the user can implement in order to receive simulation events. ">PxSimulationEventCallback</a> <a class="el" href="classPxScene.html#a0cfa2d3835ea936ecd6ff94fbcefd689" title="Sets a user notify object which receives special simulation events when they occur. ">PxScene.setSimulationEventCallback()</a> <a class="el" href="classPxScene.html#a8951e43f8e23c320c1c90dd552135171" title="Retrieves the simulationEventCallback pointer set with setSimulationEventCallback(). ">PxScene.getSimulationEventCallback()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a57fd72417c89bd73fc398678ae153c52">&#9670;&nbsp;</a></span>solverArticulationBatchSize</h2>

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<p>Defines the number of articulations required to spawn a separate rigid body solver island task chain. </p>
<p>This parameter defines the minimum number of articulations required to spawn a separate rigid body solver task chain. Setting a low value will potentially cause more task chains to be generated. This may result in the overhead of spawning tasks can become a limiting performance factor. Setting a high value will potentially cause fewer islands to be generated. This may reduce thread scaling (fewer task chains spawned) and may detrimentally affect performance if some bodies in the scene have large solver iteration counts because all constraints in a given island are solved by the maximum number of solver iterations requested by any body in the island.</p>
<p>Note that a rigid body solver task chain is spawned as soon as either a sufficient number of rigid bodies or articulations are batched together.</p>
<p><b>Default:</b> 128</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a0db918a532ef4d36474bf3f46cfad5a8" title="Sets the number of articulations required to spawn a separate rigid body solver thread. ">PxScene.setSolverArticulationBatchSize()</a> <a class="el" href="classPxScene.html#af11e6f5eedaa53bb4a1e3420e1c2c531" title="Retrieves the number of articulations required to spawn a separate rigid body solver thread...">PxScene.getSolverArticulationBatchSize()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a26b321b928708c10a047b38ec9127797">&#9670;&nbsp;</a></span>solverBatchSize</h2>

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<p>Defines the number of actors required to spawn a separate rigid body solver island task chain. </p>
<p>This parameter defines the minimum number of actors required to spawn a separate rigid body solver task chain. Setting a low value will potentially cause more task chains to be generated. This may result in the overhead of spawning tasks can become a limiting performance factor. Setting a high value will potentially cause fewer islands to be generated. This may reduce thread scaling (fewer task chains spawned) and may detrimentally affect performance if some bodies in the scene have large solver iteration counts because all constraints in a given island are solved by the maximum number of solver iterations requested by any body in the island.</p>
<p>Note that a rigid body solver task chain is spawned as soon as either a sufficient number of rigid bodies or articulations are batched together.</p>
<p><b>Default:</b> 128</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#aad9cc8bf329f4de4b407436f5cd38c98" title="Sets the number of actors required to spawn a separate rigid body solver thread. ">PxScene.setSolverBatchSize()</a> <a class="el" href="classPxScene.html#add966317a1feb083e273fd8c12f454b5" title="Retrieves the number of actors required to spawn a separate rigid body solver thread. ">PxScene.getSolverBatchSize()</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a91b6c205bf684c0f41432a23c1323ee2">&#9670;&nbsp;</a></span>solverOffsetSlop</h2>

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<p>A slop value used to zero contact offsets from the body's COM on an axis if the offset along that axis is smaller than this threshold. Can be used to compensate for small numerical errors in contact generation. </p>
<p><b>Range:</b> [0, PX_MAX_F32)<br />
 <b>Default:</b> 0.0 </p>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a166d622a6ea49c6e58be0b1d123f03ab">&#9670;&nbsp;</a></span>solverType</h2>

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<p>Selects the solver algorithm to use. </p>
<p><b>Default:</b> <a class="el" href="structPxSolverType.html#a96adc2f8785c6b18805a18b03289dbe6ae450cc99d8cedb7faff78689f1bc84f5" title="Default Projected Gauss-Seidel iterative solver. ">PxSolverType::ePGS</a></p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxSolverType.html" title="Enum for selecting the type of solver used for the simulation. ">PxSolverType</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a1ff29795e987f8f9b347545468915de2">&#9670;&nbsp;</a></span>staticKineFilteringMode</h2>

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<p>Filtering mode for static-kinematic pairs in the broadphase. </p>
<p><b>Default:</b> <a class="el" href="structPxPairFilteringMode.html#aeaa62ad327b874e4b199022401bf7615a464ca27835cd3bfe25854b99b6940c71">PxPairFilteringMode::eDEFAULT</a></p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="structPxPairFilteringMode.html">PxPairFilteringMode</a> </dd></dl>

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<h2 class="memtitle"><span class="permalink"><a href="#a00495fa3240d1087d38cf33eebc313a7">&#9670;&nbsp;</a></span>staticStructure</h2>

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<p>Defines the structure used to store static objects. </p>
<dl class="section note"><dt>Note</dt><dd>Only <a class="el" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a9001cb07511fa509eae16a4a933a77f6" title="Using a static AABB tree. ">PxPruningStructureType::eSTATIC_AABB_TREE</a> and <a class="el" href="structPxPruningStructureType.html#a058454782f6ed1cc953b8d6561b636d9a374d304bffaa55f53556e2b40a592e54" title="Using a dynamic AABB tree. ">PxPruningStructureType::eDYNAMIC_AABB_TREE</a> are allowed here. </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a63d40516cfbbe7d167d89e6fe55e3834">&#9670;&nbsp;</a></span>userData</h2>

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<p>Will be copied to <a class="el" href="classPxScene.html#a64fbe5f25cef90d47fcb1c6428efe15a" title="user can assign this to whatever, usually to create a 1:1 relationship with a user object...">PxScene::userData</a>. </p>
<p><b>Default:</b> NULL </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a79e2c9c06f711272a48d7f07451117b7">&#9670;&nbsp;</a></span>wakeCounterResetValue</h2>

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<p>The wake counter reset value. </p>
<p>Calling wakeUp() on objects which support sleeping will set their wake counter value to the specified reset value.</p>
<p><b>Range:</b> (0, PX_MAX_F32)<br />
 <b>Default:</b> 0.4 (which corresponds to 20 frames for a time step of 0.02)</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxRigidDynamic.html#a4f1b9e9f437d8b8f27a6e9c2d9ea22fd" title="Wakes up the actor if it is sleeping. ">PxRigidDynamic::wakeUp()</a> <a class="el" href="classPxArticulationBase.html#a236592b36cced8478b3e4385c54007af" title="Wakes up the articulation if it is sleeping. ">PxArticulationBase::wakeUp()</a> </dd></dl>

<p class="reference">Referenced by <a class="el" href="group__physics.html#ga7faafa414d3b4a468091cdaf785a931e">isValid()</a>.</p>

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